Come, come, bask in seasonal cheer! The update is already live for iOS and Android, and it brings our first big seasonal event and a lot of balancing and fine tuning:

The Wintertide Event begins!

Wintertide season is marked by the apparition of the Wintertide Tree. These special -and incredibly tall- trees have branches full of gifts, but won’t drop a single one until you give them candies.

Collect candies from jolly dragons and festive chests in Adventure Mode (some chests contain candy, some don’t, have fun!) You can collect a limited amount of candies every 10h that way.

If you hit your cap, you can still get a bunch more candies from the shop: there are some just for logging in, some from ads and cool special offers to cover your sugar cravings!

Once you have enough candies, offer them to the Wintertide Tree for seasonally-appropriate gifts. The tree will go away after the event ends, so get as many gifts as you can while Wintertide lasts!

We’ve also made changes to backgrounds, the dragon is looking way more festive and rumors say there’s a scary new boss that can get you a lot of candies if you defeat it...

Seasonal rewards!

In the branches of the Wintertide tree you’ll find tokens, gems, scraps and new stuff, designed specifically to get you into the spirit of the season:

New merchant items: Snow Storm, Hot Cocoa and Ornaments can be obtained from the Tree. They’re immediately added to the Merchant Shop in Adventure Mode, and you can activate them at will during a run. Careful: they’re consumable items, so spend them when it matters!

7 new outfits: Hilt, Vexx, Lenny, V, Nanna, Uno and Ron get to be fancy and seasonally appropriate.

The Wintertide outfits will still be obtainable after the event ends (much like Halloween’s) but they will cost many gems and require you to level your heroes, so it’s better if you can get them now for sweet, sweet candies.

Bigger mythicals

The following mythical artifacts get extra levels:

AutoTransmuter (+10)

Life Boat (+10)

Custom Tailor (+10)

Shiny Object (+10)

DPS Matter (+20)

Big changes to gold in the late game

Many late-game players have let us know that chest farming was both the only way to progress and terribly boring. So we’ve made big changes to gold and chests to make sure you can get enough to push without bullying the poor things.

The most important: we’ve added new milestone rewards from stage 630 on that will increase your gold gain. They take the place of some of the ring milestone upgrades (the ring milestones that remain got buffed). We’ve done this because at that point in the game the ring didn’t feel meaningful enough, whereas gold farming took too much priority: now you should have a good reason to get to the next upgrade.

And Goblin Lure has changed too! With the changes to global gold, the chest rewards needed some balance.

(OLD): 10%(+0.5%) chance for a goblin raid encounter after completing a boss wave. Their chests give 35% (+5%) more reward than usual.

(NEW): 30%(+0.5%) chance for a goblin raid encounter after completing a boss wave. Their chests give 5% (+1%) more reward than usual.

Oh! And chests now lose health slowly but steadily, so they can’t be farmed for such a long time; this way they’re not such big HP walls, and they can still get you a nice bunch of gold coins if you manage to land your stealing abilities in time.

Balance changes to heroes

The last big balance pass in the game was before Uno and Redroh were introduced: since then a lot has changed in the game, so we’ve decided to tweak a few heroes to make more team comps viable. We’ve put all hero balance changes in a different post, to avoid clutter.

Balance changes to trinkets

After forging was introduced, some trinket effects didn’t make sense, and some weren’t affecting the game in ways that were fun or interesting. We’ve done an extensive review of trinket effects and put all changes in another different post, to avoid clutter.

Other small (but nice) changes

When you unlock a new outfit after evolving a hero it will equip automatically, and you won’t have to tap ‘reveal’ to see them anymore. We’d built it without auto-equip so you could always have the same outfit, but some people have told us the feeling of progress was dampened. Tell us how you like the change!

Heroes won’t slow down time when casting secondary abilities, but they’ll keep doing so when casting ultimates.

The text color on a mythical artifact will change when it’s maxed, so it’s easier to identify the ones that are missing some levels.

Hero items will be displayed in a preset order in the hero items tab, not in the order you unlocked them.

Power Up merchant item description modified to better convey what the item does.

Visuals on special offer popups should better detail what you’re purchasing.

Bug fixes

Nanna’s discount will now stay even if you close the game, to keep it consistent with Bellylarf’s and Vexx’s.

Option to forge a trinket should be locked when no trinket slots are available.

Fixed an interaction that caused Bodily Harm to work additively with defense reduction effects on enemies, effectively negating them. Now it should work multiplicatively, so defense reduction is much more relevant.

The cheeky dragon that sometimes appeared immediately after you tapped the prestige button shouldn’t be there anymore.

And that’s it! Please let us know your feedback on the changes and the Wintertide celebration, it’s our first big event and we’d like to know what you think. And happy holidays from the whole dev team!

Hey, How long is the 3 ads that give 100 candies suppose to take to reset? and the free 500 candies? For me its every 10 hours, someone else just told me for them its 3 hours and change.... what gives.

Hi! The cap resets every 10h. If your cap starts at 00AM and resets at 10AM, you can collect all your candies at 9:30 AM and then at 10:30 after the cap has reset, so you can have two sessions of candy-collecting very close in time. That's probably what this person you mention meant: they'll have to wait until the game goes through the full 10h cooldown (8PM) to be able to collect more candies, though.That is: the cooldown goes on even if you don't collect anything (it doesn't work like mines where once you collect them you have to wait 21h no matter what), and you can't collect candies more than once in each period of 10h.

Very good update, already pushed above 1100. The tree is a very good idea, we will have to do something every day for sure :) One question i got here: the Candy limit will be 1000 all the time or it scales with something? I really hope it scales, because the third row already needs 3500 candy, and that is 40 hours to collect, and there are a lot of rows. This game is not pay to win at all, so I shouldn't even ask, but can get everything on the tree without paying? :)

We've designed it so if you collect the free candies every day (from enemies, dragon, the login reward in the shop and the ads that also reset every 10h) you should be able to get all outfits. There are a couple of days of leverage in case the holidays get in the way and you forget about your phone for a while :P

Oh, sorry I didn't explain it more clearly: the candy limit stays at 1K every 10h, but you can complement it with the free stuff in the shop to get all outfits and then some (you don't need to unlock absolutely all rewards in the previous tiers to get to an outfit, so you can pick the optimal path to get where you want).